Android 6.0 Marshmallow coming to devices soon

September 30, 2015 in Android, News by Adrian Marius

android-logoStarting next week, Android 6.0 Marshmallow will begin rolling out to supported Nexus devices around the world, including Nexus 5, Nexus 6, Nexus 7 (2013), Nexus 9, Nexus Player, and Android One. At the same time, we’ll be pushing the Android 6.0 source to the Android Open Source Project (AOSP), which marks the official beginning of public availability.

Today Google also introduced two great new Nexus devices that will be among the first to run the Android 6.0 Marshmallow platform. These devices let your apps use the latest platform features and take advantage of the latest hardware optimizations from our partners. Let’s take a look at how to make sure your apps look great on these new devices.

Introducing Nexus 5X and Nexus 6P

Nexus 5X

Nexus 6P

Read More on Android Developers blog

by admin

Sdkbox V1.3 released

September 30, 2015 in Cocos2d-x, Cocos2d-x, Game Engines, News by admin

cocos2dx-logovia blog.cocos2d-x.org:

We are super excited to announce the release of SDKBOX v1.3! This new version not only enhances the current line of plug-ins, but also adds new plugins for Fyber, Bee7,SOOMLA Grow and “Ratings and Reviews”. Over 2700 games have installed an SDKBOX-enabled service since it was integrated with Cocos2d-x v3.7 on July 27th.

Kai Zhao, GM of Chukong USA, said:

If you look at the mobile game engine market today, it’s really a two horse race between Cocos2d-x and Unity. While Cocos2d-x is larger in China, Unity is larger in the US, and we split Korea, Japan, EMEA and APAC. Unity has made some smart choices with their first party live services, but SDKBOX
is a truly democratic system because developers can choose from a list of pre- certified services for analytics, user acquisition, mediation and more. To succeed in mobile today, you have to be able to choose from the best live operations service partners, not just from the ones pre-selected by your engine maker.

Chukong also announced the following new partners, which are launching on a
rolling basis on the platform through the next month, including
PlayPhone, ValuePotion, and Scientific Revenue.

We recommend this update for all SDKBOX users. Please visit the SDKBOX website for more details!

by admin

Self-Registering Objects in C++

September 29, 2015 in C++, Code Snippets, Programming, Source Code, Tips & Tricks, Tutorial by admin

c++A rather old (but nice) article by  about self-registering c++ objects. quote from www.drdobbs.com:

An interesting design limitation with C++ is that all the places in the code that create objects have to hardcode the types of objects that can be created because all the usual methods of creating an object in C++, such as new(classname), require you to specify a concrete type for the class name. This design breaks encapsulation. The situation is understood well by many beginning C++ designers, who try to find a virtual constructor that will create classes without knowing the exact type. These beginners quickly find out that C++ doesn’t have such a thing.

Since the functionality isn’t built into C++, I will add it by creating a class that can create other classes based on some criteria instead of a concrete type. Classes designed to create other classes are frequently called “factories.” I’ll call the class described in this article the “specialty store,” because it only works with objects that are closely related and it leaves the actual work of creation to other classes.

At compile time, the specialty store has no knowledge of the concrete classes it will be working with, but those concrete classes know about the specialty store. There are two remarkable things about this arrangement: A specialty store doesn’t contain a single new statement; and the specialty store’s implementation doesn’t include the header files for any of the classes that it will create at run time. (Instead, when the specialty store is asked for a new object, it queries the classes it knows how to create, asking each if it is appropriate for the current situation — if so, then that class is asked to create an instance of itself.)

For the entire article and the source code, follow this link.

by admin

ARM Guide for Unity developers version 3

September 28, 2015 in Game Engines, OpenGL, Programming, Tips & Tricks, Tutorial, Unity by admin

unityLogovia malideveloper.arm.com:

The version 3.0 adds the following content:

  • Using Enlighten in custom shaders
  • Combining reflections
  • Using Early-z
  • Dirty lens effect
  • Light shafts
  • Fog effects
  • Bloom
  • Icy wall effect
  • Procedural skybox
  • Fireflies
  • Tangent space to world space conversion tool

Follow this link to download the guide.

 

by admin

Menu – Armory – Part 3: Saving / Loading

September 24, 2015 in Game Engines, Programming, Tips & Tricks, Tutorial, Unity by admin

unreal-logo-smallA nice tutorial about creating Save Game Object and implementing Save / Load Functions

http://shootertutorial.com/2015/09/23/menu-armory-part-3-saving-loading/

CppCon 2015: Bjarne Stroustrup “Writing Good C++14”

September 23, 2015 in C++, Programming by Adrian Marius

c++How do we use C++14 to make our code better, rather than just different? How do we do so on a grand scale, rather than just for exceptional programmers? We need guidelines to help us progress from older styles, such as “C with Classes”, C, “pure OO”, etc. We need articulated rules to save us from each having to discover them for ourselves. Ideally, they should be machine-checkable, yet adjustable to serve specific needs.

In this talk, I describe a style of guidelines that can be deployed to help most C++ programmers. There could not be a single complete set of rules for everybody, but we are developing a set of rules for most C++ use. This core can be augmented with rules for specific application domains such as embedded systems and systems with stringent security requirements. The rules are prescriptive rather than merely sets of prohibitions, and about much more than code layout. I describe what the rules currently cover (e.g., interfaces, functions, resource management, and pointers). I describe tools and a few simple classes that can be used to support the guidelines.

The core guidelines and a guideline support library reference implementation will be open source projects freely available on all major platforms (initially, GCC, Clang, and Microsoft).

How racing games were programmed before 3D

September 22, 2015 in Game Engines, Tutorial, Uncategorized by Adrian Marius

Why Pseudo 3d?
Now that every system can produce graphics consisting of a zillion polygons on the fly, why would you want to do a road the old way? Aren’t polygons the exact same thing, only better? Well, no. It’s true that polygons lead to less distortion, but it is the warping in these old engines that give the surreal, exhillerating sense of speed found in many pre-polygon games. Think of the view as being controlled by a camera. As you take a curve in a game which uses one of these engines, it seems to look around the curve. Then, as the road straightens, the view straightens. As you go over a blind curve, the camera would seem to peer down over the ridge. And, since these games do not use a traditional track format with perfect spatial relationships, it is possible to effortlessly create tracks large enough that the player can go at ridiculous speeds– without worrying about an object appearing on the track faster than the player can possibly react since the physical reality of the game can easily be tailored to the gameplay style.

But they have plenty of drawbacks as well. The depth of physics found in more simulation-like games tends to be lost, and so these engines aren’t suited to every purpose. They are, however, easy to implement, run quickly, and are generally a lot of fun to play with!

It is worth noting that not every older racing game used these techniques. In fact, the method outlined here is only one possible way to do a pseudo 3d road. Some used projected and scaled sprites, others seem to involve varying degrees of real projection for the road. How you blend real mathematics with trickery is up to you. I hope you have as much fun exploring this special effect as I did.

http://www.extentofthejam.com/pseudo/

 

 

Bjarne Stroustrup announces C++ Core Guidelines

September 22, 2015 in C++ by Adrian Marius

c++This morning in his opening keynote at CppCon, Bjarne Stroustrup announced the C++ Core Guidelines (github.com/isocpp/CppCoreGuidelines), the start of a new open source project on GitHub to build modern authoritative guidelines for writing C++ code. The guidelines are designed to be modern, machine-enforceable wherever possible, and open to contributions and forking so that organizations can easily incorporate them into their own corporate coding guidelines.

Menu – Armory – Part 2: Weapon Upgrades

September 21, 2015 in Game Engines, Unreal Engine by Adrian Marius

unreal-logo-small

In this tutorial I will focus on creating upgrade for my weapons.

  • Possibility to change each weapon variable,
  • Draw everything on 3d UMG widget,
  • Explore weapons as 3d models,

 

by admin

Creating a 2D platformer controller in Unity

September 19, 2015 in Game Engines, Programming, Tips & Tricks, Tutorial, Unity by admin

unityLogoSebastian Lague’s tutorial on creating a 2D Platformer with Unity, parts 1-9, including collision detection, jump physics, climbing and descending slopes, waypoint system, camera follow etc. Read the rest of this entry →

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